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Ramikad

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Everything posted by Ramikad

  1. The tutorial Ashura posted works perfectly, you just have to read carefully: I'll add that you might need to link that misc_portal_surface to a misc_portal_camera to get it working, but I'm not sure it's actually needed.
  2. Hm, if I had to guess I'd say it's something off with a script. I can't explain it in any other way - the player just doesn't do that kind of stuff on its own.
  3. Hm. I'm not sure if it's anything related, but I had something similar happen to me noclipping outside of one or two maps. For some weird, unknown and probably wrong reason, it causes this effect, the camera going crazy, and not even setviewpos 0 0 0 0 seems to be able to fix it. Maybe try noclipping around that yavin_temple map and see if it happens.
  4. I'm not even sure my mic would work fine, or even if it works at all, but even still, I'm not really a friendly, reassuring voice - my cousin once thought I was a serial killer or something when I phoned her
  5. In these cases what I generally do in Blender is merge everything into a single object, then use the command to automatically merge all overlapping vertices (Remove Doubles).
  6. If you don't need any NPC passing under it, you can use a system/blockNPC. Otherwise, you could set its Gravity to 0 through script and place it up in the air.
  7. Well, it technically is if you want to decompile the map in question to extract that piece of map, although by now everyone and their mother decompiled some maps (like that MBII CMP facility map which is a port of t2_dpred). Otherwise you'll need the original .map file, open it up in Radiant and copy-paste the piece you want. Another alternative would be to look carefully at the geometry and simply attempt to replicate it, but it's quite difficult.
  8. I think that's what happens when you try to export something in Edit Mode, if my memory serves me well: try going back to Object Mode before exporting.
  9. Enter Edit Mode, select all vertexes of that mesh, go to Object Data, then Add a new vertex group to the active object, name the newly created Group after the bone you want to link the object to (since it's a prop, I'm assuming it doesn't have to be anything aside from moving around) and click Assign. Repeat for all meshes.
  10. Probably surface, which in the specific case most likely refers to a single mesh of the whole model.
  11. Reinstalling the game won't be of any help: this error is due to the naming of a model in a custom map you're trying to load. To fix it, you could contact the author and ask him to fix the name so it works in singleplayer too, or you could open up the .pk3 file which contains the model and delete it (although the model itself will disappear from the map). You could also try using OpenJK, although I don't know if this is fixed. Other than that, I don't know.
  12. As far as I know it doesn't crash, it just doesn't render the other mirror, creating a sort of "hall of mirrors" effect. Tried that once in a portal-like map experiment. You may need to add a stage to that mirror shader, like this textures/<path>/<texture> { qer_editorimage textures/<path>/<texture> portal { map textures/<path>/<texture> blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA depthWrite alphaGen portal 2048 } { map $lightmap blendFunc GL_ZERO GL_SRC_COLOR } } I'm not sure though.
  13. MB2 has a commando droid, as well as the knife, you could probably get them from there.
  14. It's not a solution, but a workaround to it (I think it's the one the original Movie Duels 2 used) is to empty the base .npc files (as in having duplicates of those .npc files but without any text in them) and add the ones you want. There's no way to increase the NPC limit without coding.
  15. The easiest possible way, which I use sometimes, is just to link the model to the entity (Ctrl + K). Once they're linked, the model will move with the entity.
  16. It's technically not easy spawning NPCs through ICARUS - it doesn't have a "spawn" command, but it can be achieved with a trick that involves the command SET_VIDEO_PLAY, which would work like this: //(BHVD) set ( /*@SET_TYPES*/ "SET_VIDEO_PLAY", "-;cl_noprint 1;helpusobi 1;npc spawn stormtrooper;helpusobi 0;cl_noprint 0" );Although it should technically work, and it opens up a lot of possibilities in-game, it's really a workaround. A much easier and better way to spawn an NPC is to use a NPC_Spawner previously put in the map in GTK Radiant (but I guess entity modding to insert one should work as well): you just need to assign the NPC_Spawner a targetname (for example, stormtrooper1). Then, in ICARUS, you just need this simple command: //(BHVD) use ( "stormtrooper1" );to use the NPC_Spawner and thus spawn the NPC. The same thing applies if you want to trigger any entity through scripts: you just need to assign that entity a targetname and create the proper script for that. As for moving NPCs, you need to assign the NPC_Spawner a NPC_targetname (I'm not sure, but it should be different from the targetname), which you'll have to use if you want to affect them through scripts: //(BHVD) affect ( "stormtrooper_1", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_SABER1", "luke" ); }To move them, you'll need to put a system of waypoints in your map. This tutorial does a good job at explaining how to do this. To move brushes, you need to make them brush-based entities in the first place: func_static, func_door, maybe func_breakable too, but I'm not sure. There's an easy explanation of how things work here.
  17. Perhaps the Galaxy rolled a dice and ended up with a 1.
  18. This can probably help, if you can find a higher res version:
  19. Ramikad

    Bayon

    Fool of a Ramikad, the map actually works fine in MP as well, except for a few sounds. I should've set that damned sv_pure to 0 before I tried!
  20. Wookieepedia says that the ESB novelization mentions the Mandalorians as having been defeated by the Jedi during the Clone Wars. The Galactic Empire Scrapbook also mentions the Clone Wars to have been between the Galactic Republic and the Mandalorians, at least as an early concept. I think it would be pretty interesting, as it wouldn't depict the canon Clone Wars, like a breath of fresh air. To briefly answer the question, honestly, I don't really hate the "canon" Clone Wars - although I must admit I've only really liked the "major" multi-episodes missions, namely, the Battle of Geonosis, the mission to the Citadel, Umbara, and few others. Part of it is probably because there are just too many aspects that make it a kids series; I would have probably appreciated it more if it was on more serious notes like Republic Commando (so to mention another example of Clone Wars). I'm just more intrigued to see a different Clone Wars that has never been depicted, only imagined.
  21. Quite late to the party, but still... my "other" I'd be interested to see, would be a Clone Wars era as it was imagined back before the prequels came out: from the little information back then, a conflict which occurred between 41 and 35 BBY, with the Galactic Republic and the Jedi fighting the mandalorian clones (this, at least, seemed to be the most widely accepted theory on how things went). Other than that, well, of course, the Thrawn Trilogy era (9 ABY) or the Hand of Thrawn era (19 ABY).
  22. Probably cg_shadows 3. It's pretty much a mixture of cg_shadows 1 and 2: 0 renders none, 1 renders a circular shadow under the model (option Simple in the settings), 2 renders a volumetric shadow (Volumetric), 3 projects a shadow similar to the volumetric one, but horizontally instead of projecting it on the geometry around and without rendering it on the player itself (Projected).
  23. Ramikad

    Bayon

    156 downloads

    A recreation of the Bayon, a massive temple constructed in Cambodia by order of the Khmer King-God Jayavarman VII during the XIII century. The map only works in SP mode. Although it is technically playable in MP mode as well, it has a lot of issues, mainly shaders and sounds, therefore it's not supported. Finding all the crystals around the temple (3 in total) will unlock a secret area. The map has a quite low luminosity, so you'll want to adjust the gamma in the Settings menu. There may be minor oversights, mostly technical ones, but I couldn't find any. To install, unpack the files in your GameData folder. To uninstall, remove Bayon.bat and the Bayon folder from your GameData folder.
  24. Turns out getting drunk actually is helpful sometimes.

    1. Show previous comments  2 more
    2. Noodle

      Noodle

      I get what you mean, Langerd. Alcohol and drugs may seem like a solution to many problems, but most of the time such problems are created by a dependency to those kind of substances.

    3. Circa

      Circa

      Um. You can drink alcohol without getting drunk. Its really not that hard, unless youre an alcoholic. lol

    4. Wasa

      Wasa

      What Circa said, beer goes well with many dishes.

  25. r_dynamicGlow can also be set to 2 in base JA, and works the same way, only rendering the glow on a black background.
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